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Duel Game Beta Feedback
#51
you need to go to the wizard and there is an extra order there and you select the wizard and group.
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#52
Yep but read how the new site works starting with: http://www.kingdomsofarcania.net/forum/s...9#pid32189
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#53
UM I saw you mention about the 22 kingdoms using random setup. I am of course excited you are even thinking about this is the back of your mind right now. I believe the only reason this was voted against so much was that the capitals would basically start in the same region 50% of the time. Which could make the game much less fun not something you would want to gamble your money with.
I deleted suggestions Smile figured you do not want or need coding advise
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#54
(05-07-2016, 03:52 AM)Jumpingfist Wrote: UM I saw you mention about the 22 kingdoms using random setup.  I am of course excited you are even thinking about this is the back of your mind right now.  I believe the only reason this was voted against so much was that the capitals would basically start in the same region 50% of the time.  Which could make the game much less fun not something you would want to gamble your money with.  
I deleted suggestions Smile figured you do not want or need coding advise

I am not even sure that starting in the same region would be a bad thing. It might actually be interesting to wonder if your sole opponent was going fir teh same city you were. I would not consider that a bad thing at all. Battle on turn 1!
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#55
What if you are playing a kingdom with little military vs a heavy military. They could be on your capital by T2. Would you be happy you paid for that game
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#56
(05-07-2016, 04:17 AM)Jumpingfist Wrote: What if you are playing a kingdom with little military vs a heavy military. They could be on your capital by T2. Would you be happy you paid for that game

I don't know. I suppose I'd have to play and find out. I didn't lik you showing up at my capital on turn 4 and we were in different regions. 

I think I just like the random aspect, but I know that not everyone feels the same.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#57
(05-07-2016, 04:26 AM)Lord Diamond Wrote:
(05-07-2016, 04:17 AM)Jumpingfist Wrote: What if you are playing a kingdom with little military vs a heavy military. They could be on your capital by T2. Would you be happy you paid for that game

I don't know. I suppose I'd have to play and find out. I didn't lik you showing up at my capital on turn 4 and we were in different regions. 

I think I just like the random aspect, but I know that not everyone feels the same.

That was why I suggested the 2nd town also be in the primary region to help the game develope more slowly.  Really I am trying to not kill others to quickly but if it is set up to do it I will.  

At this point I will take 22 random kingdoms especially if it allows me to play a kingdom vs itself
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#58
I researched enabling random kingdom placement for the Duel format and the change appears to be minor if it's ok for some games to have the possibility of both kingdoms being in the same region with the other being entirely human/neutral.

Anything else than that would take some fancy code to ensure that the other's capital is in the opposite region. So it's possible to separate the kingdoms in a random game, just not easy to do and I really prefer the pure random option. If the pure random version is approved by Ry Vor then the majority of work that I have to do will be with the kingdom configuration files and not the software itself (which means that I could probably get this ready in half a day if initial testing goes well).

I'll also need to know if the two towns/two villages starting lineup is still good for every kingdom or if Ry Vor wishes to reduce that to say one town/two villages or one each with larger food/gold stockpiles. Those are likewise defined in the kingdom configuration seed files so I can easily change those values without any code modifications as well. Though with reduced initial pc's, groups may be stacked at pc's as well as emissaries/agents since there are fewer pc's owned by the kingdom.

But no kingdom playing itself like DW vs DW. That's too big of a change to the software...
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#59
BTW, I'm not being a stick-in-the-mud about not allowing the same kingdom play itself in this format. It's really a big change to the software and here's why.

As an example, lets say a bunch of kingdoms issue order 600 to improve their pc stats. The program shuffles all of the 600 numbered orders so they'll execute in random order (this is true for all orders, not just the 600-series). Attached to each order is the kingdom ID so after retrieving the next order from the queue, the kingdom ID is looked up to correlate which kingdom is issuing the particular order (to match up the kingdom's groups/emissaries/agents/pc's and other information that is relevant for the order).

The batch of orders that are processed for a given turn are generic to the program (which means that the software isn't tied to only supporting the current 24 kingdom types) which allows for greater flexibility and expandability if Ry Vor ever wanted to create more kingdoms. With this software design, whenever Ry Vor creates a new kingdom, I just have to create the initial turn 0 seed files for it, plop them into the system, and we're good to go. It's a clean and simple plug-n-play feature of the current software.

So by looking up the kingdom ID, the program processes the order for a particular kingdom and doesn't confuse it with another kingdom's actions for the turn. Everything is driven off the kingdom ID when processing an order which is currently limited to 676 different kingdom combinations (if Ry Vor ever wants to go crazy with his next release Smile).

Well, if we allow the same kingdom to play itself in a game like DW vs DW, the lookup procedure will no longer be able to identify which kingdom is issuing the order since all of the kingdom ID's are the same. This problem will occur for every order that's processed by the program (as well as other events such as reinforcements) so I'll need to develop another means of identifying the events/orders of the game and correlate them with the proper kingdom by not using the kingdom ID.

This issue is not only with the processing of orders but other areas of the code as well like when a kingdom is eliminated from play (either from dropping out or last pc taken or such), the server saves that kingdom ID separately so it knows not to process that kingdom again until after the game is over (for Valhalla status points and clean up from the website area). So those aspects of the game would have to be redesigned as well.

So allowing a kingdom to play itself is a pretty major change to the software and would take about 6-8 weeks at the very least. Longer when considering that the server game creation utility would have to change since it currently doesn't have the capability of allowing Ry Vor to choose the same kingdom multiple times for a game. So when considering that the other software modules on the server would have to change as well that pushes the development out to at least 10-12 weeks worth of effort (and that's being optimistic).
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#60
Thanks for the time to explain UM. I actually figured it would be kind of a copy and paste of the kingdom and call it DWwest that was only selectable in the dual game with the standard set of kingdoms to appear on the east. I guess then all other modules would need to know what a DWwest is so same problem again.
Anyway happy to play dual now in current form or random.
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